BIS Revive is ,IMO, as good as any available. If only it had drag and carry it would be unmatched.

As adding AI is something the mission can't support using fnc_getParam, I can't integrate those into the base mission. On each release, I'll leave it up to you to add those features. I hope you understand.

I've used igiload before and I'm not a fan, but again, if it can be integrated into the base mission and activated from a lobby parameter, I'm happy to put it in.

I hope you understand when I say ; "I'm a solo developer on this mission. Each time a feature or idea crops up, I have to make a judgement call - how quickly and easily can I bring this in and how much will the players get out of it". That absolutely doesn't mean I'm not up for suggestions, but it does mean that not all can be taken on board.

I try to operate on an Intel like tick-tock. I do a feature, then a tweak/optimization. For example, the last tick feature I added, which you've yet to see in the mission as it's unreleased ATM, is a system to find piers and docks and place boats on some of them, some of these boats being enemy and crewed. Tock was improved MP handling of civ car colour randomization. Then tick was a new medic based secondary mission, THEN, Tock was going to be improving the randomization of the enemy AI spawned inside buildings. You might notice currently, they are always in the same place. What happened here is you rocked up with some features that I'm want to support because I want the mission played as much as possible - we ended up with an extended first tock. Don't feel bad about this, it's all part of the challenge/joy of dev'ing a public mission. :)

What I'm saying is I'm keen is get back to the tick, which is the new medic based secondary mission, there's some of the stuff I want to do for you, but I will come back to it later. That said, the respawn eventhandlers that earplugs, squadjoin, aimsway and fatigue use I've almagamated into one, which was something I had long planned to do, so that might save a frame or two for players. :) That's an extra tock for free.

Share this post

Link to post

Share on other sites

BIS Revive is ,IMO, as good as any available. If only it had drag and carry it would be unmatched.

As adding AI is something the mission can't support using fnc_getParam, I can't integrate those into the base mission. On each release, I'll leave it up to you to add those features. I hope you understand.

I've used igiload before and I'm not a fan, but again, if it can be integrated into the base mission and activated from a lobby parameter, I'm happy to put it in.

I hope you understand when I say ; "I'm a solo developer on this mission. Each time a feature or idea crops up, I have to make a judgement call - how quickly and easily can I bring this in and how much will the players get out of it". That absolutely doesn't mean I'm not up for suggestions, but it does mean that not all can be taken on board.

I try to operate on an Intel like tick-tock. I do a feature, then a tweak/optimization. For example, the last tick feature I added, which you've yet to see in the mission as it's unreleased ATM, is a system to find piers and docks and place boats on some of them, some of these boats being enemy and crewed. Tock was improved MP handling of civ car colour randomization. Then tick was a new medic based secondary mission, THEN, Tock was going to be improving the randomization of the enemy AI spawned inside buildings. You might notice currently, they are always in the same place. What happened here is you rocked up with some features that I'm want to support because I want the mission played as much as possible - we ended up with an extended first tock. Don't feel bad about this, it's all part of the challenge/joy of dev'ing a public mission. :)

What I'm saying is I'm keen is get back to the tick, which is the new medic based secondary mission, there's some of the stuff I want to do for you, but I will come back to it later. That said, the respawn eventhandlers that earplugs, squadjoin, aimsway and fatigue use I've almagamated into one, which was something I had long planned to do, so that might save a frame or two for players. :) That's an extra tock for free.

I completely understand.

I am just humbled you have taken my suggestions and implemented some.

This mission is awesome and we will continue to play it for as long as you support it.

BIS Revive is pretty good I agree. I wish drag and carry where default as well.

Ill add the AI on the USS Freedom some place or virtually and we can call them in for reinforcement as needed via little bird and Duda's rappel.

I'll look into the igiload, it can be server side.

I have been working on modifying this for a simpler solution to igiload

Share this post

Link to post

Share on other sites

I'm running 1.76 on the server. FWIW I can hear ambient sounds while on the loading screen, but the game is in all other ways frozen. I changed init.sqf line 10 to true per your request; following are the reports you requested. I joined the server at 1740 PST and let it attempt to load for 15 minutes, as you can see the server RPT has no entries past 17:41:13

2033: Added boatspawn system
2050: Prevented cospawning (2 objects clipping together) of cars and vans generated by the carpark fill system
2056: Landmine position chooser should now avoid fob vehicle.
2062: MP safe civilian car random texturer now works.
2064: PT_radar now flat and level.
2065: Naval minfield now much smaller - much smaller radius.
2066: Added setvehname to fob and forward
2067: Added earplug script by 654wak654
2069: Added playerrespawns.sqf which is called by respawn EH. Will be able to remove multiple other respawn EHs.
2070: Added aimsway and fatigue off lobby params and associated scripts and functions
2077: Change the waituntil at line 278 in initserver and added debug
2078: build and publish

2033: Added boatspawn system
2050: Prevented cospawning (2 objects clipping together) of cars and vans generated by the carpark fill system
2056: Landmine position chooser should now avoid fob vehicle.
2062: MP safe civilian car random texturer now works.
2064: PT_radar now flat and level.
2065: Naval minfield now much smaller - much smaller radius.
2066: Added setvehname to fob and forward
2067: Added earplug script by 654wak654
2069: Added playerrespawns.sqf which is called by respawn EH. Will be able to remove multiple other respawn EHs.
2070: Added aimsway and fatigue off lobby params and associated scripts and functions
2077: Change the waituntil at line 278 in initserver and added debug
2078: build and publish

Share this post

Link to post

Share on other sites

@Tankbuster Fantastic! I've tried the new release and am now able to run the mission on the Linux server! Nice work, thank you!

Now that I'm in-game I've noticed another issue. Beachhead spawns, AI spawns at nearby airfield, however the Clear Target of Enemy Forces task doesn't appear to be created. As before it works fine on Windows but not on the dedicated linux box.

PS I know you've got plenty of other items that you're working on, and I appreciate what you've done to make this mission and to make it playable on the Linux side. Please don't let my issues get in the way of your progress.

Link to post

Share on other sites

I know you've got plenty of other items that you're working on, and I appreciate what you've done to make this mission and to make it playable on the Linux side. Please don't let my issues get in the way of your progress.

The way I look at it right now, the mission is broken. This is a priority. Let me know how you get on making everything lower case.

Are you familiar with debug consoles? Can you tell me the value of the variable called roadblockscleared on the server when the airbase assault part starts?

Share this post

Link to post

Share on other sites

When completing the mission for eliminating all enemy threats, we have 2 instances where we couldn't find all of the enemies.

The first instance was an aircraft bringing reinforcements flew over head and we shout with AA. It had a hard landing but didn't crash. We killed all the enemies inside, or so we thought. we cleared the area at the airport, but the mission would not complete or progress forward. We we re-cleared the area again. Our team leader was walking passed the transport helo that got shot down and heard enemy voices. Yet, we could not find the enemy. We demised that the AI was stuck in the aircraft some how and could not get out. So we blew up the transport helo, killing the stuck AI and completing that task.

Is there any way to clarify a percentage of killed AI, instead of 100% encase this happens again? Or search for stuck AI, which I have no idea how this would be done/

Share this post

Link to post

Share on other sites

Is there any way to clarify a percentage of killed AI, instead of 100% encase this happens again? Or search for stuck AI, which I have no idea how this would be done/

1

In a debug console, get east countsideallunits, but bear in mind, when there's less than 3 OPFOR left, the mission kills them and ends the target so you don't spend ages looking for the last couple.

Failing that, look at the mission status dialog (default left windows key) and see what it says for enemy composition. Routed means 5 or less OPFOR, Stragglers means 6 to 15, Very Weak means 16 to 25. The complete list of words it uses is

["Routed","Stragglers", "Very Weak","Weak","Robust","Substantial","Quite Strong","Strong","Very Strong","Overwhelming"]. You get the idea.